HeavenStudio/Assets/Scripts/Games/RhythmTweezers/NoPeekingSign.cs
minenice55 bb2ae74339
Integration of Jukebox Library (#451)
* add Jukebox library

todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol

* make sound, input scheduling, and super curve use double precision

* successfully load charts

* editor works again

v1 riqs can be saved and loaded

* first tempo and volume markers are unmovable

fix loading of charts' easing values

* use gsync / freesync

* update Jukebox refs to SoundByte

* game events use double part 1

Air Rally - Glee Club converted

* don't load song if chart load fails

* finish conversion of all minigames

* remove editor waveform toggle

* timeline now respects added song offset length

clear cache files on app close
prepped notes for dsp sync

* update timeline length when offset changed

* update to latest Jukebox

* make error panel object in global game manager

* improve conductor music scheduling

* added error message box

fix first game events sometimes not playing
2023-06-10 15:13:29 -04:00

58 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_RhythmTweezers
{
public class NoPeekingSign : MonoBehaviour
{
private double peekBeat = -1;
private bool peekRising;
private bool shouldDelete;
private Animator anim;
private SpriteRenderer sr;
[SerializeField] private Sprite noPeekFullSprite;
[SerializeField] private Sprite noPeekHalfLeftSprite;
[SerializeField] private Sprite noPeekHalfRightSprite;
private void Awake()
{
anim = GetComponent<Animator>();
sr = GetComponent<SpriteRenderer>();
}
public void Init(double beat, float length, int type)
{
peekBeat = beat - 1;
peekRising = true;
BeatAction.New(gameObject, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + length, delegate { peekBeat = beat + length; peekRising = false; shouldDelete = true; })
});
sr.sprite = type switch
{
(int)RhythmTweezers.NoPeekSignType.Full => noPeekFullSprite,
(int)RhythmTweezers.NoPeekSignType.HalfLeft => noPeekHalfLeftSprite,
(int)RhythmTweezers.NoPeekSignType.HalfRight => noPeekHalfRightSprite,
_ => throw new System.NotImplementedException(),
};
}
public void Update()
{
float normalizedBeat = Conductor.instance.GetPositionFromBeat(peekBeat, 1);
if (normalizedBeat >= 0f && normalizedBeat <= 1f)
{
anim.DoNormalizedAnimation(peekRising ? "NoPeekRise" : "NoPeekLower", normalizedBeat);
}
if (normalizedBeat > 1f && !peekRising && shouldDelete)
{
Destroy(gameObject);
}
}
}
}